mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-12-25 19:00:05 +00:00
gl_shader_decompiler: Flip negated if else statement
This commit is contained in:
parent
f4abebd731
commit
8d58e5da71
@ -3003,12 +3003,12 @@ private:
|
||||
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
|
||||
const std::string sampler = GetSampler(
|
||||
instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
|
||||
if (!depth_compare) {
|
||||
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
|
||||
} else {
|
||||
if (depth_compare) {
|
||||
// Note: TLD4S coordinate encoding works just like TEXS's
|
||||
const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||
shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");");
|
||||
} else {
|
||||
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
|
||||
}
|
||||
|
||||
std::string texture = "textureGather(" + sampler + ", coords, " +
|
||||
|
Loading…
Reference in New Issue
Block a user